Faction power too low. Assume spiteful elite factions will try to screw priests and urban poor in retaliation for what is perceived to be their fault

Obviously you COULD just take the risk, but it's a fair chunk lower than 50%, because they might deliberately ignore the temple even if we built half of it already.
And the temples would of course, be valuable in pushing the new beliefs out properly.

Problem is, rationale of "the earlier we plant March, the higher chance of it stopping nomads" is 100% correct. Question is, what can we sacrifice to make room for it.
 
Voting for things I actually care about and which look contested:

[X][Secondary] Found March - Spirit Channel
[X][Secondary] Enforce Justice
[X][Secondary] Invite to Games - Forhuch
[X][Secondary] Support Faction - Traders
 
[X][Main] Great Dam
[X][Secondary] Support Faction - Traders
[X][Secondary] Upgrade Temple - Horse Valley
[X][Secondary] Upgrade Temple - Horse Valley x2
[X][Secondary] Expand Economy
[X][Secondary] Expand Economy x2
[X][Secondary] Found March - Spirit Channel
[X][Guild] Salterns
[X][Guild Secondary] Salterns
 
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Problem is, rationale of "the earlier we plant March, the higher chance of it stopping nomads" is 100% correct. Question is, what can we sacrifice to make room for it.
The Annex most easily. Delaying the Annex one turn means yes, one turn longer before the government reform, but we really need the Priest power to counterbalance all the spite flying around too.
 
[X][Main] Great Dam
[X][Secondary] Upgrade Temple - Horse Valley
[X][Secondary] Upgrade Temple - Horse Valley x2
[X][Secondary] Enforce Justice
[X][Secondary] Invite to Games - Forhuch
[X][Secondary] Support Faction - Traders
[X][Guild] Plant Cash Crops - Textiles
[X][Guild Secondary] Salterns
 
I noticed a few things overlooking the action list.

The Salt Gift isn't doubled, neither is diplomatic and trade missions. I don't know if those are oversights, but it made sense to me.
 
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I've just had a thought for how the patricians can screw us over that makes a worrying amount of narrative sense: hijack an action to suppress the urban poor failing their current quest so we won't get that value slot.
 
That's what I thought, but we get a disease roll penalty apparently. AN answered it just a bit ago.

Yeah, I don't like it but we seriously don't have anything good for the guilds to be working on. Salterns suck too, costing a lot of stats in total and not paying off for a long time. The issue is we have to fill those main action slots and we don't have any good actions to do it with.

Cashflow is more important than net stat for now.

We value increased income now more than trying to recoup lost stat.

[X][Main] Great Dam
[X][Secondary] Upgrade Temple - Horse Valley
[X][Secondary] Upgrade Temple - Horse Valley x2
[X][Secondary] Found March - Spirit Channel
[X][Secondary] Enforce Justice
[X][Secondary] Invite to Games - Forhuch
[X][Secondary] Support Faction - Traders
[X][Guild] Plant Cash Crops - Textiles
[X][Guild] Salterns
[X][Guild Secondary] Salterns
 
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I've just had a thought for how the patricians can screw us over that makes a worrying amount of narrative sense: hijack an action to suppress the urban poor failing their current quest so we won't get that value slot.
Fortunately, the urban poor should be powerful enough to block that. Our factions that are too weak to defend themselves are the traders (currently allied with the patricians), yeomen (whose quest we are going to fail anyways), and the priests (unprotected).
 
[X][Main] Great Dam
[X][Secondary] Upgrade Temple - Horse Valley
[X][Secondary] Upgrade Temple - Horse Valley x2
[X][Secondary] Found March - Spirit Channel
[X][Secondary] Enforce Justice
[X][Secondary] Invite to Games - Forhuch
[X][Secondary] Support Faction - Traders
[X][Guild] Plant Cash Crops - Textiles
[X][Guild] Salterns
[X][Guild Secondary] Salterns
 
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[X][Main] Great Dam
[X][Secondary] Upgrade Temple - Horse Valley
[X][Secondary] Upgrade Temple - Horse Valley x2
[X][Secondary] Found March - Spirit Channel
[X][Secondary] Enforce Justice
[X][Secondary] Invite to Games - Forhuch
[X][Secondary] Support Faction - Traders
[X][Guild] Plant Cash Crops - Textiles
[X][Guild] Salterns
[Guild Secondary] Salterns

Adding the march.
 
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I noticed a few things overlooking the action list.

The Salt Gift isn't doubled, neither is diplomatic and trade missions. I don't if those are oversights, but it made sense to me.

....and suddenly high-level markets are more awesome because trade and diplomatic missions are bullshit.

The Annex most easily. Delaying the Annex one turn means yes, one turn longer before the government reform, but we really need the Priest power to counterbalance all the spite flying around too.

Agreed I guess.

[X][Main] Great Dam
[X][Secondary] Support Faction - Traders
[X][Secondary] Upgrade Temple - Horse Valley
[X][Secondary] Upgrade Temple - Horse Valley x2
[X][Secondary] Enforce Justice
[X][Secondary] Expand Econ
[X][Secondary] Found March - Spirit Channel
[X][Guild] Plant Cash Crops - Textiles
[X][Guild] Salterns
[X][Guild Secondary] Salterns

So, this plan:
1. Only secondary EJ - minimum necessary, sadly. :(
2. Guarantee of temple completion because provinces can be assholes.
3. Secondary Expand Econ to at least pay for main Saltern.
4. March, duh.
5. Main+Secondary Saltern because it will give us nice 9 progress, filling in all current options, and giving 1.5 Wealth drip and some upfront payout hopefully. Costs total of 9 Econ 9 Tech (which hurts).

Okay, so.
Starting Econ: 27, Wealth: 7, Tech: 27.
Expenses/Incomes:
Econ: 27 - 2 (dam) - 6 (temple) - 2 (march) - 5 (cash crops) - 9 (so much salt) = 3.
Econ afterwards: 3 + 6 (EE here) + 6 (pending) + 12 (Balanced ho) = 27 exactly, no overflow.
Wealth: 7 - 2 (Dam) = 5.
5 + 3(pending) + 7 (Textiles) = 15. With 6 from Diplo(???) it's 21.

Culture:
27 - 6 (temple) -4 (Support) = 17. 17 + 7 (pending) + 1(crops) = 25/27.

Mysticism:
27 + 6 (pending) = 27, 6 into Culture? Then 2 into Culture, 4 into Tech.

Tech:
27 - 1(Dam) - 2 (EE) - 4 (Balanced EE) -9 (Salterns) = 11. Holy fuck. Prrobably 15 after overflow.

Diplo:
27 - 1 (Invite) +2 (Textiles) + 5 (pending) = 27/27, 6 overflow into Wealth.


Seems reasonable enough: IF my math is right, we enter midturn with full Wealth, Econ, Culture, Mysticism, Stability 2....and Tech 15. Still, good enough.
 
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An upgrade to late classical government that will allow us to better manage the polity. Quite necessary, really.

AN did say that the Quests are going to be spiteful. I guess I'm....skeptical...that this will provide a pure positive to our society. Maybe it'll be something to give power and control to the Patricians.
 
Why are you calculating an invite when it's not part of your plan?

Because I forgot it isn't.

[X][Main] Great Dam
[X][Secondary] Support Faction - Traders
[X][Secondary] Upgrade Temple - Horse Valley
[X][Secondary] Invite to Games - Forhuch
[X][Secondary] Enforce Justice
[X][Secondary] Expand Econ
[X][Secondary] Found March - Spirit Channel
[X][Guild] Plant Cash Crops - Textiles
[X][Guild] Salterns
[X][Guild Secondary] Salterns
 
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